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AddKeyword only works on an specific object reference. Not the base object type. There is no function to add a keyword to the entire class of that object in one shot. That must be done in the plugin as a record override creating a master dependency which it looks like you're trying to avoid. So, adding it piecemeal after it's been created as a reference is your only option.
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CBBE / BodySlide and Outfit Studio
SlapMeSilly replied to ousnius's topic in Skyrim: Special Edition
A lot of mods are already ported for Special Edition. A few that haven't been ported to specifically work, still work anyway. SkyUI is an example of one such, though since there is no SKSE for Special Edition at this time, some of the features do not work. Also because of no SKSE there are some mods that do not work because they rely on it for functionality. A lot of authors have been creative in work arounds for the lack of SKSE so some mods are available anyway. You'll get mixed answers as to whether it's worth it. In the long run YES! Better memory management, less crashing, etc. Special edition was free to anyone who owned the Classic version and all the expansion DLCs. You just automatically get it on steam if you qualified. TL;DR Worth trying. Check if the mods you want to use are already converted to work.- 1687 replies
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- bodyslide
- outfit studio
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CBBE / BodySlide and Outfit Studio
SlapMeSilly replied to ousnius's topic in Skyrim: Special Edition
This crash looks like it is occurring whenever BodySide or Outfit Studio try to use OpenGL to render. Do you have an AMD or Intel GPU by chance? Ah, that's probably it then! I was using an Nvidia GPU last time I was working. Using an AMD now. Is there any way to fix it? Of that's the problem they it's likely be cause there's leftovers from a previous driver. You can get DDU Display Driver Uninstaller from guru 3d and clean both amd and Nvidia then just reinstall the one you need. If you already used DDU then I'm at a loss.- 1687 replies
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- bodyslide
- outfit studio
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I think the only option you have is to register for animation events and detect which one is calling then set a local boolean flag when it starts/stops then test against that. AFAIK there is no function to detect current animation. I can't think of any instance where Beth would need to. And most everything in Papyrus is only stuff Beth needs for the game to function as they built it. F4SE might implement something later. Who knows.
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What is\Where is - Searches and Requests thread.
SlapMeSilly replied to gregathit's topic in Skyrim: Special Edition
There's no "easy way" to go from SSE to SLE mesh. The only method to pull that off that I'm aware of is: Load Outfit Studio for SSE Load the SSE mesh into Outfit Studio Export to an OBJ Load Outfit Studio for SLE Import the OBJ to Outfit Studio for SLE Export to a nif. Now you should have an SLE nif that you can do what you want with. Albeit there's no bone weights, textures, etc. It's just the bare shape. For my following section we'll call this new.nif. I used this method so I could create the convex hull for the physics in NifSkope because I had a crappy time trying to pull it off with 3DS. Note that NifSkope doesn't allow making the convex hull in a nif version for SSE. You can however copy the hull shape into a nif destined for SSE. I further followed these steps: Find a vanilla SSE ground object nif of the material type I was dealing with (ie cloth/metal/leather). Everything I was dealing with was armors. Copy that file to a temp folder for editing. We'll call this file tmp.nif. Load tmp.nif in NifSkope. Also ensure new.nif is loaded in another NifSkope window. Delete the physics shape that tmp.nif has but leave the rest of the branch. Copy over convex hull from new.nif into tmp.nif. Reassign the node to the physics branch as needed. Copy any other mesh shapes into tmp.nif as needed. This is usually already converted BSTriShapes not old format NiTriShapes. Delete any that are not needed. The actual rendered meshes. Fix any messed up texture paths and such. That's pretty much it. I wrote this all from memory so there might be a step or two missing that I'm forgetting off hand. But that should get you in the right direction. I had experimented with using 3DS Max and the figment NifTools plugin to export a ground nif. It usually just caused a CTD. Usually it was screwed up stuff on the physics node. There was too much post export work required in NifSkope that I found my above mentioned procedure to be faster for me. For some items I needed a simple box so I just made a plain box shape in 3DS and exported to nif. Then used the previously mentioned method to create the convex hull (which made the box shaped physics hull). To clarify for those who might be reading and don't get it. SSE - Skyrim Special Edition SLE - Skyrim Legendary Edition (aka oldrim). -
I tried that website and it didn't work The "new" site migration was reverted due to some issues. I don't recall all the details, just remember it was switched and then they said to come back to the "old" site and continue on.
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Saving texture using nVidia or Intel DDS?
SlapMeSilly replied to tomomi1922's topic in Fallout 4 General Discussion
I would venture out to say the issue is using BC1 compression. It is extremely lossy so any fine detail you have is going to get nerfed. Try BC7. As the Intel plugin states it is only supported on DirectX 11. Fallout 4 is DirectX 11 only so there's no issue there. -
Well besides that code not being valid papyrus syntax, no. You can do something like Struct tStruct int iVar1 String sVar1 endStruct tStruct StructVar1 tStruct StructVar2 ; insert stuff that actually does something with StructVar1 and 2. if StructVar1 == StructVar2 DoSomething() endif If I understand how the internals of papyrus works, that would need every internal object of both structs to be identical. Though generally speaking the chances of that ever actually being true is astronomically small. What I think you want is something like this: Struct tStruct int iVar1 String sVar1 endStruct tStruct StructVar1 String sVarToPass Function init() ; initialize and setup StructVar1 and sVarToPass doSomething(StructVar1) doSomething(sVarToPass) endFunction Function doSomething(Var myLocalVar) if (myLocalVar as tStruct) ; will be true if the passed parameter is castable as the tStruct type. A string would not be. ; do more stuff else ; not a tStruct ; do other stuff endif endFunction This is all on the fly from memory but I'm pretty sure that's accurate.
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Thanks so much. I learned something new again. You can tell that I am rather very new at 3D modeling. So ... you said Nifskope can edit these points .... can you show me which lines they are (or what to look for) so I can delete or edit them? I may have a lot of clean up to do on my old outfits. Snap point ... does it mean they automatically snap together? Like if I create the nipples as snap points, these nipple rings (or anything I want) can snap nicely to the nipples no matter how big or how small the beasts are and no matter how crazy the Physics is? This can bring me new possibility. The node you want to remove in NifSkope (if it's there) is "BSConnectPoint::Children". If they're working for you in game then I probably wouldn't mess with it. If you notice the game is crashing or they're not showing up then that's probably why. Screenshot The snap points are only used on building items when using settlement building. Like building a house, placing furniture, etc. The connection points are used in a different way there. For those they all use parents and no children. The idea you're having about snapping armor add-ons in place with connection points isn't how it works. So let me burst your bubble now. I'm not all that versed in use of connection points, so trying to explain in detail how to add and manipulate them isn't something I'm going to do. It took me a long time to wrap my head around what I do know and even that isn't much. I basically gave up messing with them after doing the blade and soul schoolgirl outfit and the black talon ports.
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Hmm, what connect points are there? What are they intended to do? I didn't know FO4 supports this. The way I have been seeing mesh, they are just some polygons and I link them with conforming in Bodyslide or they won't morph along with the body. So far I have had no problem connecting mesh to create a combined outfit. Or in case of Onigma's 3D pubic hair, it was popping through clothes sometimes so I had to combine them into body mesh for it to show up properly. It shows up fine, except I can't seem to change color of the hair. Would there be any connect points that end up causing trouble? The connect points are used to align modular pieces to one another. The game uses them in lots of scenarios. Snap points for workshop building, multiple modular items on armor/weapons/robots. Basically the way lordescobar set this up goes something like this: Blank root file. When you decide which which left nipple piercing to use it attached an object modification to the root file and connects them on matching points. Left nipple in this case. Then when you pick a right nipple piercing it does the same for the right nipple connection point. Each type has its own model but the equipped base item stays the same. This way it only takes up 1 biped slot but can have 2 different nipples, a necklace, i think a navel piercing (maybe i'm confusing another mod now). Or any combination of them. All still only using 1 equipment slot. Otherwise you'd have to build a whole bunch of different "armor" records with every combination or use a different slot for each option. You'd quickly run out of biped slots to use. The way you're trying to use the meshes will be fine as long as OutfitStudio doesn't output the child connection points in it. Otherwise the game won't know what to do since it won't have a parent.
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Hmm, I noticed a few files with invisible dds. But not all of them are. Yet, all of the items show up completely invisible on Bodyslide, I wonder why? Would be nice to try this in game. They intentionally are invisible in BodySlide. When you're in game and choose the style, it swaps the texture to make it visible. Yes, but the point is to be able to see where these items go. Anyway, I found out there are a lot of invisible items on material. I tried to change all invisible to gold so at least I can see something. Also, since many of my characters use custom body mesh, so things like nipple rings are not going to fit everyone. Hmmm, after changing material, nothing shows up in Bodyslide still. Instead of crafting them in game, and instead of having to sacrifice an item slot for one of these tiny items, I am trying to incorporate these into the actual nude body mesh. This this the sure fire way of ensuring proper fit, along with breast physics, and we have to choose the piercing layout within Bodyslide via zappers. But when I import them with Outfit Studio, they are still invisible. I mean at least I should be able to see them on wireframe. This proves to be trickier than anticipated. The only time I see anything is when I opened the nif files with Nifskope. It's gonna be really tricky to do what you want. You may end up with a bunch of connect points in the output nif which will cause problems in the engine. Either they'll show fine, won't show up at all even with proper material, or it'll crash the game (it used to do that - unsure anymore). You might be best off loading your desired mesh in nifskope, deleting the bsconnect stuff, and changing the material path there. Then saving it out and loading it in OutfitStudio to fit it.
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Hmm, I noticed a few files with invisible dds. But not all of them are. Yet, all of the items show up completely invisible on Bodyslide, I wonder why? Would be nice to try this in game. They intentionally are invisible in BodySlide. When you're in game and choose the style, it swaps the texture to make it visible.
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It means it has a physical rating of 20 and energy of just 5 with 0 rad resistance.
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How are you getting the schlong to appear clothed beneath the outfits like that? Are you using the nifskope file mentioned earlier in this thread and then building your outfits over that in bodyslide with the cbbe + schlong attached via nifskope? (-- I'm not sure if that is indeed how that works but I assume if the nif was added to the shape in nifskope then it would allow for this to happen? I hardly know my way around nifskope so I wouldn't know.) I respect the fact that you may not wish to share these files with anyone -- judging from your silence at least -- but if that might be the case then would you be willing to at least share your methods with the thread so that we can attempt to create this look for ourselves? It's mainly trial and error with Photoshop. I was going to share the files months ago but my desktop broke and it's been at the repair shop for almost a year now. So i havent been playing FO4 for a while. I'd be happy to give it to you once i get my desktop back maybe in a month or twoYour computer has been at the repair shop for a year? I think you need to look for a new shop.
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I've updated the batch compile script I wrote a while back on post http://www.loverslab.com/topic/64171-notepad-config-for-papyrus/?do=findComment&comment=1708886 Fixed a bug in the custom imports if they were specified.